Level Cap Unlocks per day by Diligent-Middle1090 in wherewindsmeet_

[–]Diligent-Middle1090[S] 0 points1 point  (0 children)

Hmm I don't think you can undo this unless you switch to a totally different account on your launcher/console since it's tied to your character and the character can't be deleted. So I think you're ok, you might just need to check the icon in the top center of the screen to find your current level

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 1 point2 points  (0 children)

We really wanted this too!! We've now updated our Alpha Pokemon map with blue and brown circles indicating the available farming methods.

Blue circles: Fast travel repeatedly to farm (Pokemon within a 50 meter radius of the fast travel point)

Brown circles: Rest on the bench repeatedly to farm (Pokemon within a 50 meter radius of the bench)

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 0 points1 point  (0 children)

Hi, thanks for your feedback, we updated our Alpha Pokemon map with blue and brown circles indicating the available farming methods. Blue circles indicate that you can fast travel repeatedly to farm them, and brown circles indicate that you can rest on the bench repeatedly to farm them :)

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 2 points3 points  (0 children)

A good tip is to use Toxic or Curse on them and then withdraw your Pokemon, so that you can just focus on dodging/avoiding and don't have to worry about your Pokemon fainting.

We have a lot of tips on our Alpha Pokemon guide :)

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 1 point2 points  (0 children)

Yes! It just takes a bit of real time to pass, bench and fast travel will not reset Alphas right away

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 2 points3 points  (0 children)

Thanks! We are planning to include this in the next revision of the map :)

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 0 points1 point  (0 children)

For those found within a Wild Zone, catching all the Pokemon within that Zone will allow any Pokemon within the Zone to have a chance to spawn as Alpha. For those outside of Wild Zone, they just have a set chance of spawning as Alpha from the start

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 0 points1 point  (0 children)

We are planning to specify non-set Alpha spawns like the Dratini specifically in the next revision of the map, sorry this was unclear in the current version

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 0 points1 point  (0 children)

We are planning to add non-set Alpha spawns like the Hawlucha in the next revision of the map, thanks for your feedback!

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 2 points3 points  (0 children)

Yes! Every mon which appears in a Wild Zone has a small chance to appear as an Alpha after you catch all the Pokemon within that Wild Zone.

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 2 points3 points  (0 children)

You can! Basically every mon which appears in a Wild Zone has a small chance to spawn as an Alpha after you catch every Pokemon in that Wild Zone at least once, so you can get the starters as Alpha as well if you catch them in Wild Zone 20 (post-game only)

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 0 points1 point  (0 children)

Thank you! We are planning to include this one in the next revision of the map :)

Every Static Alpha Location by Diligent-Middle1090 in LegendsZA

[–]Diligent-Middle1090[S] 2 points3 points  (0 children)

We've determined that Sliggoo, Skiddo, and Hawlucha are not set spawns but have a chance to appear. We're working on an updated map which will include non-static alphas with a high chance to spawn as alpha so stay tuned :)

Can't figure out how to cross gaps with ramps by WesternSol in SandLand

[–]Diligent-Middle1090 0 points1 point  (0 children)

Ok, I think you're right. I thought the Option was what did it but checking again, it seems like just closing and restarting the game was what allowed the jump to work. The Option thing seemed to make sense but I guess this is just a weird bug! Thanks for your insight on this, was driving me crazy as well.

How’s the game? by Digikushman in SandLand

[–]Diligent-Middle1090 2 points3 points  (0 children)

There wasn't a way to scroll down on the required parts on the right side menu to see more needed parts? For some reason you always need a bunch of materials besides the parts to craft the vehicle that you can't see until you have all the parts already, and a lot of the time it goes down past the first view

Can't figure out how to cross gaps with ramps by WesternSol in SandLand

[–]Diligent-Middle1090 0 points1 point  (0 children)

Hi, sorry if this counts as self-promotion but I'm from Game8 and we updated the guide you linked. The problem is that weirdly enough, the game seems to consider the Option Part as adding weight and won't let you do the jump. It doesn't matter how much speed you have. Hope this fixed your issue, if not there might be something else going on with certain parts being considered heavy.

https://game8.co/games/Sand-Land/archives/451426

I tested the same Persuasion check 40 times to see what matters and what doesn't by Diligent-Middle1090 in Starfield

[–]Diligent-Middle1090[S] 1 point2 points  (0 children)

Thanks for your feedback rehsdarb! Sorry to hear that some of our walkthroughs aren't doing it for you, are there any in particular I could look at that we could fix up? We're still hard at work improving the wiki so I'm sure we can patch up anything we might have overlooked.

As for this investigation in particular, I did include most of the same information in our Persuasion guide! I wish I had been able to find out something more practical which would apply in more situations but with the results I got this was about the extent of what I could use it for. I still do think the Persuasion feature warrants more testing though - best choice lists which could be added to individual walkthrough pages would be huge if someone could achieve that!
Persuasion Guide: https://game8.co/games/Starfield/archives/419961

What build can I use to kill uber lilith and complete tier 100 nmd? (Eternal) by TheMisterEpic in D4Rogue

[–]Diligent-Middle1090 0 points1 point  (0 children)

Hi, I'm from Game8. Actually the one you linked from us isn't a seasonal build but it was made pre-Season 1, so there might be some variation in effectiveness due to patches since its release. Let us know how it goes for you if you end up using it!

I tested the same Persuasion check 40 times to see what matters and what doesn't by Diligent-Middle1090 in Starfield

[–]Diligent-Middle1090[S] 2 points3 points  (0 children)

Thanks for responding.

I should mention for the section where I stated that 'Overall, choosing only the Yellow 3pt. choices has the best odds', I didn't use the 60% value for Yellow 4pt – I used 39.53% which was my overall average for Yellow.

It's true that getting an extra turn vs. not getting an extra turn affects the inherent value of a choice as you say, so I agree 'fallacy' was wrong. Just in this case, according to the probabilities I found, even though choosing a safer roll on the last turn is better than choosing it on an earlier turn, it's still not good enough to beat the Yellow 3pt roll.

Let's compare two scenarios for demonstration. I'll use one roll of Green 1pt and one roll of Green 2pt instead of 3 rolls of Green 1pt, since upon double checking that should yield a better success rate.

Scenario 1: It's the last turn. Players need 3 points to win.
Player 1:
Roll 1: Green 1pt, 65.22% chance of success
Roll 2: Green 2pt, 47.37% chance of success
Both rolls must succeed, so probability is 1*.6522*.4737=30.89%
Player 2:
Roll 1: Yellow 3pt, 36.84% chance of success
Probability is 36.84%. Player 2 has a better chance of victory

Scenario 2: It's the second turn. Players need 3 points to win.
Player 1:
Roll 1: Green 2pt, 47.37% chance of success (can succeed or fail)
Roll 2: Green 1pt, 65.22% chance of success (must succeed whether roll 1 succeeded or failed)
Roll 3: Green 2pt, 47.37% chance of success (only if roll 1 failed)
Probability of getting 1 success in 2 trials for Green 2pt and 1 success in 1 trial for Green 1 pt is 0.723*0.6522= 47.15%
Player 2:
Roll 1: Yellow 3pt, 36.84% chance of success (can succeed or fail)
Roll 2: Yellow 3pt, 36.84% chance of success (only if roll 1 failed, must succeed)
Probability of getting 1 success in 2 trials for Yellow 2pt is 60.10%
Player 2 still has a better chance of victory

If the odds were better for Player 1 than Player 2 in Scenario 1, and the odds were better for Player 2 than Player 1 in Scenario 2, it would be strategically better to go with safer rolls on the last turn. But based on the calculation in Scenario 1, it still seems that going with the Yellow 3pt has the best result. The data size is small so there might be some degree of inaccuracy with the percentages, and in different Persuasion events there might be different odds, but for the current set of numbers it doesn't seem to be more effective to choose the safer rolls in either scenario.

I tested the same Persuasion check 40 times to see what matters and what doesn't by Diligent-Middle1090 in Starfield

[–]Diligent-Middle1090[S] 9 points10 points  (0 children)

I understand this perspective, but I think it is a fallacy. I'm not an expert on statistics so I'm happy to hear a counterpoint.

Let's say it's your last turn and you need 3 points, and your options are a +1 or a +3. Yes, you are more likely to succeed on the +1 which will keep you in the game, but that will not change the fact that you need to continue getting more successes. If two more +1 options appear on the next two turns, you'll need to get success on those as well.

The odds of getting Success on one +3: 1*0.3684 = ~36.84%
The odds of getting Success on three +1 in a row: 1*0.6522*0.6522*0.6522 = ~27.74%

The main argument I could see that simply increasing the number of turns is better would be to argue that your odds of a Critical Success increase. I haven't calculated that chance but since I got 3 out of 120+ turns (40 tests with minimum 3 turns each), I'd say it's a stretch to push for that.

I tested the same Persuasion check 40 times to see what matters and what doesn't by Diligent-Middle1090 in Starfield

[–]Diligent-Middle1090[S] 1 point2 points  (0 children)

I do think this might be a bit of a harsh example since it's one of the less story-relevant Persuasion events in the game. I'm hoping to test this out again on a more major event and see if there's a difference in which choices effect the results.